UDP Telemetry issues: Stage length, stage end time & sector/split times missing
Product: EA SPORTS™ WRC
Platform:Steam-PC
Summarize your bug The data in the UDP feed is not correct. 1) The stage_current_distance is actually odometer, not position on the spline 2) The stage_length reported is not the driveable distance, but some other 'semi-random' distance 3) The 'sese' packet does not report official stage time, but a random time after the car has already passed the finish line, typically 2.6 to 2.9 seconds more. Additionally the data is missing location/stage ids and car ids.
How often does the bug occur? Every time (100%)
Steps: How can we find the bug ourselves? 1) Drive any car at any distance, make U-turn and drive and you see the stage_current_distance increasing, when it should decrease. 2) & 3) drive a stage to the finish and you will see that the car 'stage_current_distance' is some 250 to 400 meters less than the reported 'stage_length and the 'stage_current_time' is some 2.6 to 2.9 seconds more than the time reported by the game
What happens when the bug occurs? Data is not usable, e.g. for comparing data between runs on the same stage.
What do you expect to see? Fix to the UDP Telemetry data to be like with all other games and make it report proper data.
There were no fixes to the UDP data in 1.4.
There are some bugs/data missing from the UDP Telemetry data, which make the data unfit for using in Telemetry apps e.g. for comparing own driving/times between different runs.
'stage_current_distance'
In the UDP Telemetry data the 'stage_current_distance' is wrong. It reports the total distance driven during the stage, not the position in the stage's spline (i.e. how many % on has driven). Now if you drive back towards the start, the 'stage_current_distance' grows, so it behaves more like an odometer. All other games report similar data like 'stage_current_distance' as a position in the spline. As it is now, there is no way to do comparisons, as the distance is not comparable between different runs.
'stage length'
Also the 'stage_length' value is not the length of stage (from start to finish), but seems to be the length from some point before the start to some point after the stage finish. This is some 250-450 meters longer than what is the actual "drive-able" distance. Would be great, if this was the actual length of the stage or if there would be different value sent as 'stage_driveable_length'.
'stage_current_time'
The stage_current_time continues increasing after the stage finish has been reached. This means that there is no way to reliably detect the final stage time. The diff to the actual time and when the 'sese' flag is sent, is some 2.6 to 2.9 seconds. If one uses the time at the end, there is still no way to get to the actual final 'stage time'.
Actual official final stage time into 'sese' packet?
It would be great. if the 'sese' packet would send the final official stage final time. Another solution would be to stop the UDP Telemetry feed, when car has passed the stage finish or alternatively keep the stage_current_time at actual stage time when the car has passed the stage finish.
Missing sector data/split time data
The game shows split times, but the UDP feed does not have sector data, nor the data for the split times. A simple solution would be to add 'current_sector' to the UDP feed and also the 'last_split'. With these it would be easy to construct the split times for the stage and simple UI apps could still show the 'last_split'.
Location/stage IDs are missing
To avoid the need to keep track of the track length for detecting the stage, it would be great to have the location and stage IDs send in the data. This way if the distances change in the game, the stage detection would still be doable e.g. for showing track map in the application.
Cheers